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      iOS开发UI总结
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        <h1 id="UI相关的几个要点"><a href="#UI相关的几个要点" class="headerlink" title="UI相关的几个要点"></a>UI相关的几个要点</h1><ul>
<li>UIView &amp; CALayer</li>
<li>事件传递和视图响应链</li>
<li>图像显示原理</li>
<li>UI卡顿掉帧原理</li>
<li>滑动优化方案</li>
<li>离屏渲染</li>
</ul>
<h2 id="UIView-amp-CALayer"><a href="#UIView-amp-CALayer" class="headerlink" title="UIView &amp; CALayer"></a>UIView &amp; CALayer</h2><p>UIView不用介绍，CALayer类在概念上和UIView类似，每个 UIView 内部都有一个 CALayer 在背后提供内容的绘制和显示，并且 UIView 的尺寸样式都由内部的 Layer 所提供。两者都有树状层级结构，layer 内部有 SubLayers，View 内部有 SubViews。但是 Layer 比 View 多了个AnchorPoint。UIView可以通过CALayer可以实现 <strong>阴影，圆角，带颜色的边框、3D变换、非矩形规范、透明遮照、多级非线性动画</strong>等。</p>
<p>他们的区别是：</p>
<ul>
<li>与UIView最大的不同就是CALyer不处理用户的交互,不清楚具体的响应链；</li>
<li>二者并无继承关系，CALyer是UIView显示内容的内部实现；</li>
<li>UIView是对CALayer的一个封装，并提供了一些显示控制和响应链的功能；</li>
</ul>
<p>这样的设计体现了单一职责原则：UIView为CALayer提供内容，以及负责处理触摸等事件，参与响应链；CALayer负责显示内容contents。</p>
<p>##事件传递 &amp; 视图响应链</p>
<p>两个UIView方法:</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br></pre></td><td class="code"><pre><span class="line">&#x2F;&#x2F;空间是否响事件测试</span><br><span class="line">- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event;</span><br><span class="line">&#x2F;&#x2F;判断点位位置是否在区域内</span><br><span class="line">- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event;</span><br></pre></td></tr></table></figure>

<p>事件传递顺序</p>
<p><img src="02event.png" alt="png"></p>
<p>通过代码体现</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br><span class="line">19</span><br><span class="line">20</span><br><span class="line">21</span><br><span class="line">22</span><br><span class="line">23</span><br><span class="line">24</span><br><span class="line">25</span><br><span class="line">26</span><br><span class="line">27</span><br><span class="line">28</span><br><span class="line">29</span><br><span class="line">30</span><br></pre></td><td class="code"><pre><span class="line">&#x2F;&#x2F; 此方法就是寻找最为合适的响应的控件</span><br><span class="line">   override func hitTest(_ point: CGPoint, with event: UIEvent?) -&gt; UIView? &#123;</span><br><span class="line">    </span><br><span class="line">       super.hitTest(point, with: event);</span><br><span class="line">       </span><br><span class="line">       &#x2F;&#x2F; 1 UIView不接收触摸事件的三种情况：       </span><br><span class="line">       if self.isUserInteractionEnabled &#x3D;&#x3D; false || self.alpha &lt;&#x3D; 0.1 || self.isHidden &#x3D;&#x3D; true &#123;</span><br><span class="line">           return nil;</span><br><span class="line">       &#125;</span><br><span class="line">       </span><br><span class="line">       &#x2F;&#x2F;  2 判断当前的点是否在此控件上面</span><br><span class="line">       if self.point(inside: point, with: event) &#x3D;&#x3D; false &#123;</span><br><span class="line">           return nil;</span><br><span class="line">       &#125;</span><br><span class="line">       </span><br><span class="line">       </span><br><span class="line">       &#x2F;&#x2F; 3 以上条件都满足 去遍历自己的子空间</span><br><span class="line">       for view in self.subviews &#123;</span><br><span class="line">           </span><br><span class="line">           &#x2F;&#x2F; 转为目标控件的点</span><br><span class="line">           let current_point &#x3D; self.convert(point, to: view);</span><br><span class="line">           &#x2F;&#x2F; 让子视图再去遍历 如果有的话 进行返回操作 没有的话 不要紧 返回nil就好了</span><br><span class="line">           if view.hitTest(current_point, with: event) !&#x3D; nil &#123;</span><br><span class="line">               return view;</span><br><span class="line">           &#125;</span><br><span class="line">       &#125;</span><br><span class="line">       </span><br><span class="line">       &#x2F;&#x2F; 4 如果以上都没有找到 那就返回自己</span><br><span class="line">       return self;</span><br><span class="line">   &#125;</span><br></pre></td></tr></table></figure>

<p>调用逻辑<br><img src="03action.png" alt="png"></p>
<h2 id="图像显示原理"><a href="#图像显示原理" class="headerlink" title="图像显示原理"></a>图像显示原理</h2><p>cpu和GPU关系<br><img src="04cpu.png" alt="png"></p>
<p>1.CPU:输出位图<br>2.GPU :图层渲染，纹理合成<br>3.把结果放到帧缓冲区(frame buffer)中<br>4.再由视频控制器根据vsync信号在指定时间之前去提取帧缓冲区的屏幕显示内容<br>5.显示到屏幕上</p>
<p>cpu和gpu的显示中的分工<br><img src="05gpu.png" alt="png"></p>
<p>CPU工作<br>1.Layout: UI布局，文本计算<br>2.Display: 绘制<br>3.Prepare: 图片解码<br>4.Commit：提交位图</p>
<p>GPU渲染管线(OpenGL)<br>顶点着色，图元装配，光栅化，片段着色，片段处理</p>
<p>##UI卡顿掉帧的原因<br><img src="06kadun.png" alt="png"></p>
<p>iOS设备的硬件时钟会发出Vsync（垂直同步信号），然后App的CPU会去计算屏幕要显示的内容，之后将计算好的内容提交到GPU去渲染。随后，GPU将渲染结果提交到帧缓冲区，等到下一个VSync到来时将缓冲区的帧显示到屏幕上。也就是说，一帧的显示是由CPU和GPU共同决定的。</p>
<p>一般来说，页面滑动流畅是60fps，也就是1s有60帧更新，即每隔16.7ms就要产生一帧画面，而如果CPU和GPU加起来的处理时间超过了16.7ms，就会造成掉帧甚至卡顿。</p>
<p>##滑动优化方案<br>CPU：把以下操作放在子线程中<br>1.对象创建、调整、销毁<br>2.预排版（布局计算、文本计算、缓存高度等等）<br>3.预渲染（文本等异步绘制，图片解码等）</p>
<p>GPU:<br>纹理渲染，视图混合</p>
<p>一般遇到性能问题时，考虑以下问题：<br>是否受到CPU或者GPU的限制？<br>是否有不必要的CPU渲染？<br>是否有太多的离屏渲染操作？<br>是否有太多的图层混合操作？<br>是否有奇怪的图片格式或者尺寸？<br>是否涉及到昂贵的view或者效果？<br>view的层次结构是否合理？  </p>
<h2 id="UI绘制原理"><a href="#UI绘制原理" class="headerlink" title="UI绘制原理"></a>UI绘制原理</h2><p><img src="07display.png" alt="png"></p>
<p>异步绘制：<br><strong>[self.layer.delegate displayLayer: ]</strong><br>代理负责生成对应的bitmap,<br>设置该bitmap作为该layer.contents属性的值</p>
<p><img src="08yibuhuizhi.png" alt="png"></p>
<h2 id="离屏渲染"><a href="#离屏渲染" class="headerlink" title="离屏渲染"></a>离屏渲染</h2><p>On-Screen Rendering:当前屏幕渲染，指的是GPU的渲染操作是在当前用于显示的屏幕缓冲区中进行<br>Off-Screen Rendering:离屏渲染，分为CPU离屏渲染和GPU离屏渲染两种形式。GPU离屏渲染指的是GPU在当前屏幕缓冲区外新开辟一个缓冲区进行渲染操作<br>应当尽量避免的则是GPU离屏渲染</p>
<p>GPU离屏渲染何时会触发呢？<br>圆角（当和maskToBounds一起使用时）、图层蒙版、阴影，设置</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br></pre></td><td class="code"><pre><span class="line">layer.shouldRasterize ＝ YES</span><br></pre></td></tr></table></figure>

<p><em>为什么要避免GPU离屏渲染？</em></p>
<p>GPU需要做额外的渲染操作。通常GPU在做渲染的时候是很快的，但是涉及到offscreen-render的时候情况就可能有些不同，因为需要额外开辟一个新的缓冲区进行渲染，然后绘制到当前屏幕的过程需要做onscreen跟offscreen上下文之间的切换，这个过程的消耗会比较昂贵，涉及到OpenGL的pipeline跟barrier，而且offscreen-render在每一帧都会涉及到，因此处理不当肯定会对性能产生一定的影响。另外由于离屏渲染会增加GPU的工作量，可能会导致CPU+GPU的处理时间超出16.7ms，导致掉帧卡顿。所以可以的话应尽量减少offscreen-render的图层</p>

      
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